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Published byAllison Gilbert Modified over 9 years ago
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Introduction Paul Kerby Lead Gameplay Programmer, Gotham Team Gareth Wilson Design Manager, Gotham Team
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Presentation Format Game Overview Design Art Code Production Conclusions Improvements to our process
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Game Overview “Speed and Style” Visually “Next Generation” Day 1 launch title XBOX 360 Average 89% review scores
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Production Stats 2 year development cycle 67 Bizarre creations staff 100+ MGS staff 22,400 cans of Coke. 281,600 teabags & 9182 pints of milk! One million air miles!
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Software Used Maya 6, XSI Advanced + Essentials Visual Studio.NET(C#, C++) Lua Scripting Nuendo 2, Pro Tools, Soundforge Alienbrain, Tortoise Subversion MS Project 2003, Product Studio & RAID
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Screenshot1
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Add Screenshot
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Design – What went Wrong Design locked down too late Lacked detail Some design areas depended on new technology Design changes not communicated Time pressures relating to new hardware
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Design – What went Right Design documentation Design reacted quickly to technical realities The right features were trimmed Microsoft design & balancing support excellent Core pillars agreed early and stuck to
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Design Pillars Screenshot PGR3 Design Pillars
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Art – What Went Wrong Moving to Maya caused an initial dip in production Build instability caused massive overtime to get level of art polish required Producing track surface left late in project Rushed asset production – “too many last minute asset requests”
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Art - What Went Right All content produced on time, despite project issues Outsourcing used on later stages Visual detail outstanding In-car view became a defining feature of the game
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Tokyo Screenshot
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Vegas ScreenTokyo Screenshot
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London Screenshot
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New York Screenshot
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Nurburgring Screenshot
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Code – What Went Wrong Hardware dates changed Early XDK’s sometimes unstable Documentation neglected Poor build stability hampered gameplay and art Tools built from scratch for Maya
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Code - What Went Right MS support excellent Programmers given specific areas to “own” Build stabilised at the right time Once complete, tool chain excellent All game features flexible and scaleable Use of scripting invaluable Coders understood where the “next generation” bar was
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Nine Months Out
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Six Months Out
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Two Months Out
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Production – What went Wrong To begin with we failed to realise the complexities of producing HD content Everybody rushing to the line at the same time Art and Tech were the focus, sometimes the game was neglected Milestone targets not communicated well to the team Programmers could have been scheduled better
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Production – What went right New team members hired at start of project When an area was late resources were added Empowerment of team members Game Balancing process went right Strong relationship with publisher Outsourcing used effectively People looked after in times of stress
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Conclusions We shipped on-time, a day 1 launch title We were “Next Gen” We don’t want to do it like that again! Bizarre is in a prime position for future game development
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Generic Screenshot
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Pitfalls Be ambitious but not too ambitious Assume makes an ASS of U and ME Ignore the previous generation at your peril! Do things in the correct order Unstable builds halt production
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Funny Diary shots
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Top Five Tips Be Flexible and Scaleable Communicate Change Build Relationships Reduce moving parts Prepare team for overtime and look after them!
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Any Questions???
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